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Schriever Wargame 2010 - Air Force Space Command

Schriever Wargame 2010 - Air Force Space Command

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Senior Leader Perspective<br />

<strong>Schriever</strong> <strong>Wargame</strong> <strong>2010</strong> – A Coming of Age<br />

Brig Gen Robert J. Chekan, CF<br />

Deputy Director, Strategy, Policy and Plans Directorate<br />

North American Aerospace Defense <strong>Command</strong> and<br />

US Northern <strong>Command</strong><br />

Peterson AFB, Colorado<br />

It was my privilege to lead the North American Aerospace<br />

Defense <strong>Command</strong> (NORAD) and US North <strong>Command</strong><br />

(USNORTHCOM) team that played in the <strong>Schriever</strong> <strong>Wargame</strong><br />

<strong>2010</strong> (SW 10), but my experience with the game dates back to<br />

<strong>Schriever</strong> II <strong>Wargame</strong>. In 2003, it would have been outrageous<br />

to send a team of 25 from NORAD and USNORTHCOM to<br />

the game venue—but in <strong>2010</strong> it would have been foolish not<br />

to. <strong>Schriever</strong> has matured into an extraordinary opportunity<br />

to think through global security and defense challenges. We<br />

came away with awareness and insights that are changing how<br />

we operate today, and how we are thinking about our collective<br />

security in the future.<br />

<strong>Schriever</strong> has come a long way in just a few years. The<br />

early games were more or less running tutorials for many of us.<br />

In truth we had very little idea of how space supported us in<br />

our daily endeavors, and less understanding of what we should<br />

be doing to prepare for space as a contested arena. Our tool<br />

kits included some fanciful capabilities and at times seemed<br />

bottomless. We were to explore the policy dimensions arising<br />

from the use of those fanciful weapons. We made a lot<br />

of assumptions about grey space and sprinkled in commercial<br />

capabilities if we had the foresight to get our contracts in place<br />

before the bad guys did. We worked hard during our stay at<br />

Nellis AFB, Nevada, but honestly took very little home with us<br />

when we left. The game design, the capabilities, the time frame<br />

all were so different from what we encountered every day that<br />

there were few take-aways of real significance to the supporting<br />

players. It was great that the players outside of <strong>Air</strong> <strong>Force</strong> <strong>Space</strong><br />

<strong>Command</strong> were getting smarter about space, but in many ways<br />

we were the supporting players of a space wargame.<br />

To be fair to all the men and women who worked hard to<br />

put the early games together they were very much in the walking<br />

before running stage of the game evolution, and the players<br />

definitely needed to be educated in the ways of space. And absolutely<br />

to their credit they remained sufficiently disconnected<br />

from their first initiatives so that they could objectively learn<br />

and drive the evolution of the game to what it is today.<br />

The game today, SW 10, is an example of a good idea driven<br />

to become really good by honest self-appraisal. What’s different<br />

Just about everything.<br />

SW 10 looked into the near future, with capabilities either<br />

available today or already under development. Close allies<br />

were all present, bringing complexity for sure, but also bringing<br />

capabilities and ideas. Both industry and the interagency<br />

pieces were fully developed. The combatant commands fielded<br />

strong teams. The game ran at the strategic level and the policy<br />

dimensions explored not only the what, but also the how.<br />

And a big part of this was that the players were all far more<br />

space savvy than they were even a few years ago—due in part to<br />

the education accomplished by previous <strong>Schriever</strong> <strong>Wargame</strong>s.<br />

The cumulative effect of all of these changes was that the<br />

combatant commands all fed more realistic inputs into the<br />

game. We did not have to suspend disbelief to engage in the<br />

game, rather we had to overlay our understanding of our roles<br />

and missions onto the template of the game scenario. We spent<br />

a lot of time thinking about what we would really do in the situation,<br />

and almost no time trying to break the code on the game<br />

tool kits or basic rules of play. We gained insight to real issues<br />

that we confront now and will likely confront in the future.<br />

So what did we learn at NORAD and USNORTHCOM<br />

First, the whole idea of a home and away game needs to be<br />

challenged. It’s a no-brainer that degradation of a space system<br />

has global effect, but what of cyber degradation The World<br />

Wide Web is just that, and significant degradation anywhere<br />

is unlikely to remain geographically localized. Also, conventional,<br />

kinetic assets are a diminishing resource—if they are<br />

spent at home to protect the homeland, the number one mission<br />

for every military, they are not available to respond to a security<br />

or defense issue anywhere else. The home and away games are<br />

connected by space systems, in the cyber domain, and in the<br />

resource dimension. They are not independent.<br />

Second, we really need to understand how much of what we<br />

do everyday—our six missions assigned in the case of these<br />

commands—flows in and through space systems and the cyber<br />

domain. During the game play it became increasingly obvious<br />

that we had a definite dependence on both space and cyber systems.<br />

And this makes sense. The NORAD area of operation<br />

is global, so global capabilities only available from space and<br />

running on the backbones of computer networks fit, but there is<br />

more here than meets the eye.<br />

Our networks are constantly changing, and many of our<br />

mission partners are not resident on Department of Defense<br />

systems. Take the Federal Aviation Administration (FAA) for<br />

example. What information flowing from the FAA is critical to<br />

our mission accomplishment, and how can this be assured in a<br />

contested cyber environment<br />

We came away with awareness and insights that are changing how we operate today, and<br />

how we are thinking about our collective security in the future.<br />

High Frontier 16

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